Alain

Judd Stonebarrow's page

125 posts. Alias of Broken Prince.


RSS

1 to 50 of 125 << first < prev | 1 | 2 | 3 | next > last >>

HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

England I am afraid.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

I'm still here, but if this goes south I am back to my PFS PBP only rule.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd examines the scene as best he can and eyes the pond heading over towards it shooing the geese confident that his armor will protect him,

"Did anyone ever see her doing any magic, seems like she was almost a mind reader?" He asks those nearby.

BAB: 1d20 + 4 ⇒ (13) + 4 = 17
Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Diplomacy: 1d20 + 11 ⇒ (18) + 11 = 29


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd wipes cabbage from his face with a sigh, "Ernest, you have been through tough times before, I know you have. You know as well as I that acting the fool does not help you get through them, you need to pick yourself up dust yourself off and fight to get back on your feet. you know damn well your proof ain't nothing of the sort, unless you know more than you have told me. Hacking a few cabbages does not send the whole crop rotten, more like its some disease or taint. Best thing you can do is check with farmers around you see if any of them has experienced the same and figure out what really happened. But you need to snap out of this madness, else we are going to have to snap you out of it."

Diplomacy: 1d20 + 11 ⇒ (4) + 11 = 15


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd flushes, "I think most girls are too sensible for that, and I've never really... Well its, um, and anyway if she were she would just have said, and she never has, so she isn't."

Then he flees over to Ernest, "Ernest your vegetables are not going to be be getting better with you here. Were they all like this, rotten? Just some?"


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

"Worth a try, and it would be better than having the poor fellow out here ranting. I do not see how making the offer could hurt."

I'll wait for a vague idea of the value of a field and to see if some more people agree before proceeding. Was thinking 500gpish?


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd's listens intently glad that Marconis has done better information gathering than he, "Interesting, though i do not really know what to make of it all yet. What do you think of buying the field Marconis?"


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd spends some time chatting and reassuring the towns folk, and warmly greeting any new comers he sees, but learns little sensible information. When they approach the crash site he frowns at the state of Ernest Finley, and brow furrowed in thought turns to his companions,

"How about we offer to buy Ernest's Field? It would lend us some legitimacy if we wanted to tell anyone to clear off, would not give us the ability to enforce it, but it would give us the right - which is important. And it might let poor Ernest get away from this and back to growing prime vegetables for the town."

What would the cost for a normal field be?

Diplomacy: 1d20 + 11 ⇒ (2) + 11 = 13


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd buys his +1 Fullplate, I think I'll stick with just that for now :)


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Slightly cheeky perhaps, but the Shifters Headband can be bought as a +2 Cha Item for 4500gp and gives you +CL for Polymorph spells which is pretty decent for 500gp.

Lesser Metamgic Extend Rod: 1d100 ⇒ 8
Cloak of Resistance +1: 1d100 ⇒ 39
Headband of Aerial Agility: 1d100 ⇒ 8
Shifters Headband: 1d100 ⇒ 29


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

I would argue that a wand or a couple of 1st level Pearls of Power so you can cast Mage Armour would be a far better defense than armor for you, arcane spell failure is just going to get worse and worse. And my understanding is that you would need to wait until your caster level is 5, to be able to enchant your Bonded Morningstar since you need to meet the prereqs of Craft Magical Arms and Armor - additional traits and taking Magical Knack would speed that considerably enabling you to do it next level. You could get it magicked by someone else, but that would require it being out of your possession for a couple of days which would be tough.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Lesser Metamgic Rod of Extend or a Charisma item? The charisma item would get you an extra 1st level spell a channel. We might also all want to chip in for a cure wand.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

So it seems like we have 11000gp on this note to play with, which I assume we can use with other traders as well. Judd has his armor, but is going to save un til he can afford an adamantine earthbreaker. Amulet of Mighty Fists for Calli, they are 4000gp now so within reach. Pearls of power? Ability boosting items?


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Smiling Judd holds up the other box weapon raising an eyebrow, "If you can make a great big hammer do what those things do I might be interested. But for now I need to get some armor I took a hammering I do not want repeated yesterday. Good luck working those things out Pyotr, they are far beyond me!"

At the barracks Judd selects a set of sturdy looking magical fullplate and tries it out beaming at the perfection of the fit aided by the armor's magic.

+1 Fullplate 2650gp


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

No the under refers to the price - under 4000gp. Personally I feel that high should always be good for the person rolling, as this keeps things simple and intuitive, but of course its DM SPacefighters opinion that matters. So if you want an item that costs less than 4000gp you need to roll a 21 or higher on a d100.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

The next morning Judd rises early and heads to the yard where he fills up the massive stone bath trough from the well and takes a chilly soak. After that, he heads into the workshop and checks the task board, leaving a few notes for Badly about the days jobs in chalk.

Next he heads across the street to the bakery and picks up a loaf of fresh bread having a puzzling conversation about Manda becoming a spinster with her sister Carlia.

Heading back home he opens the marble cool chest and retrieves the butter and some thick blackberry jam to finish off his breakfast. Then he straps on his armor, and sets out to round up the rest of the special constables,

"I figured we could all go see what we could get from the merchants for our spoils and see if we cannot better equip ourselves. I thought we might visit Pyotr Drev first? I could use some better armor saw yesterday that this is really not up to the job, Grundinnar kept healing me up, but that does not mean getting injured is fun."

At Pyotr's, if none of the others object Judd presents one of the box weapons, "Morning Pyotr, we're looking to exchange this for some of your less interesting treasures. I'm looking to pick up some magical fullplate if you have it, but I think this thing is worth more than that, here look..."

Holding up the box he demonstrates its use upon an apple brought for the purpose, "Celen can explain its magics better than me, but its got to be valuable... I would also be interested in an adamantine earthbreaker if you had such a thing, Master Marl told me they carve through stone like butter..."

High is always good for me :)
+1 Fullplate: 1d100 ⇒ 85
Adamantine Earthbreaker: 1d100 ⇒ 40


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Awesome thanks DM Spacefighters! Okay, I suggest we keep all of the Blue Orbs as party items, any objections?

If we split everything else we get 21600gp by my count for shares of 4320gp each. The box weapons are amazing value, but they just do not seem to suit any of our characters, but if someone feels they can make use of one I am sure we can work it out.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd bids his fellow constables good night, before heading back to the Workshop. He finds the place empty save for Tungst who is sitting cross legged upon the floor reading an enormous book entitled Philisophical Entropy and the Distribution of Enlightenment,

"Uhhh, Tungst, just that title makes my head hurt. Have you not got a wife to go home to?" Judd laughs, smiling down at the half-orc.

Tungst holds a finger up, continues reading for a minute, then sighs and carefully sets the tassel in between the pages and closes the volume,

"Evening Judd, that time already? Got lost. How did you constabling go, can we rest easy in our beds?"

"Ah, I am not sure how much I am supposed to say, better check with Mum before I go running my mouth. But be careful, there are bad things around. Keep your doors bolted and if you see anything suspicious you take Carlia and run here don't fight. Stop in and tell Shemish the same will you? Badly in back?"

Heading out to the back he strips off his armour and pours a few buckets of water from the well over himself seeing Badly at work grooming the donkeys and talking fond nonsense to them as usual.

"Ev eve, even, Judd."

Judd repeats his message to Tungst and then gathers up his armour and a wire brush and sets to work cleaning it and his hammers. After setting everything agleam and oiling it carefully he carries the lot up to his rooms setting them up on the battered old arming dummy he long ago dubbed Mister Splinters.

Smiling he sees a large still steaming pie set upon his great irregular round table - made from the stump of the massive oak they had to uproot when they expanded the graveyard. Honestly Manda must really think I am simple - I can feed myself. Lovely girl though, if she was not so easily confused and I was not such a lunk headed ogre...

Taking a generous slice of pie, some corn bread and some dried squash he eats and then heads to bed for his first real sleep in a week.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Can we get prices DM Spacefighters? Specifically for the orbs, Numerian coins, and the box weapons?

Judd would like to sell his armour and purchase +1 Fullplate and a +1 adamantine Earthbreaker. Is there some method of determining item availability? It can get a bit frustrating to have to ask individually after desired items especially in PBP, so either a set list for merchants or a percentage chance for an item would be very helpful.

System I Used Previously:
In a broadly similar game we used a system of tiers based upon the CRB categories, with weapons and armour being assigned based upon their price.

Our table went...

Lesser Minor 50% Under 4000gp
Greater Minor 45% Under 8000gp
Lesser Medium 30% Under 18000gp
Greater Medium 25% Under 28000gp
Lesser Major 5% Under 50000gp
Greater Major 0%


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Probably depends on their value, but generally I think our standard actions are better spent doing what we are good at than throwing expensive items. They would be good against incorporeal foes, but some ghost salted arrows and magic weapons probably cover that better.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Okay so trying to compile a list of gear, is everyone okay with an even split based upon sale prices and being able to "buy" anything they want at sale price? Sale price being 50% of the items standard price.

Did Calli throw a Blue Orb? If so 5 instead of 6.

Blue Orbs x6 Thrown splash weapon, 2D6 Force damage, splash damage is half rolled damage rounded down, DC 14 Reflex save for half.
Red Orbs x4 The user gains the benefits of Cure Serious Wounds and Aid CL 6, though the benefits of Aid last for 1 Hour. After 1 Hour the user is dealt as much damage as they healed from the Cure spell.
Grey Orbs x4 The Grey Orbs are something of a mystery, but they are undoubtedly harmful and should be kept with their bags. Should probably not be sold.
Box Weapons x 2 Effectively they are +2 Light Maces, that 3/Day may be activated as a swift action to obtain the Brilliant Energy weapon special ability for 1 round. Each 8,305gp + price for special ability.
Numerian Coins x 17
Rod x1 Suzerain Sceptre 20,000gp

IMO we should keep the Suzerian Sceptre as a party item, Good Hope is amazing and by my reading the Sceptre increases it bonus to +3. If we sell it we get 10,000gp, if we do not everyone gets +3 to everything for 1 battle per day. Its worth it even if Leadership is not allowed.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

As they walk Judd is silent for a while thinking and then proposes, "That was too close, if we are to be fighting such things - and there seems a good chance we are - then we need better equipment. I propose we sell these objects and start a special constables fund to better outfit ourselves. I know these boxes are not much good to me, but they might be good to some World Wound bound Crusader. What do you say?"


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Hope it stayed low DM Spacefighters, flooding is painful.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd frowms not understanding much of what Tabitha said, "So there are a whole tribe, a whole city of these things? What of the the bear my impression was that it had been twisted from a normal beast? Oh and can you tell us anything about the properties of these items we found Tabitha M'am?"

I believe we know what some of the items do OOC without knowing IC?


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

"Yes, think we've earned it," Judd agrees, [b]"Manda may be a rather confused girl, but she sure can bake. I had to ban her bringing them over to the Workshop because me and the boys were getting tubby."


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd arrives back and offers everyone a pastrie, away from the gross stuff, "So the Sheriff and Tabkitha should be on their way. I guess once they have looked at things we can wrap those monsters in some of the furs here and burn them? Maybe the bear to?"


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd's brow furrows, "Mum, I hit stones for a living I wouldn't know a prevalent from a normal valent. And while I am not sure I catch your meaning properly, about jaundice, it seems like you mean people might think I'm thick? I don't think that's a bad thing, being underestimated can be mighty handy, and it lets you see more of how people really are."

He nods, "Anyway I'll head back and wait on you. Don't be too long its not pretty in there."

With that he heads back to the tannery, stopping off at the bakery to pick up a half dozen sweet apple pastries from Manda who seems oddly flustered by his "ruffled appearance".


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Any chance we can get our NPCs and locations put under Campaign Info for ease of reference? Compiled Judd's for convenience.

Locations

The Hen's Tooth Inn, a run down establishment that was once much finer. Run by the ever sour and notoriously lazy Hesha Hardel. Many trappers use The Hen's Tooth as a base, mostly because its cheap and Hesha's brother Rundel Hardel is one of their number.

The Hammer Boys Worksop, a masonry workshop with a prime location on Main Street. Judd runs it, with three of his friends and in practice it is more a partnership than anything else. Most fine work is done in the shop, while there are three wagons loaded with inbedded heavy tool chests - fitted with heavy locks since they masons recall their own pilfering of tools. There is a small suite of rooms behind the shop, with two rooms, and a larger suite above the shop. Judd lives above the shop. There is also a yard out back where Judd keeps a team of six donkeys, and a half dozen goats.

NPCs

Manda Rierson, the twenty year old daughter of Karldon Rierson the towns notoriously fertile miller. Third eldest of the nine Rierson sisters, she has refused several offers of marriage in her pursuit of Judd. Judd saved her from a bear trap and stayed with her for an hour talking to her to keep her awake while the rest of The Hammer boys went to fetch help. She effectively runs her father's bakery, with four of her younger sisters. Being one of the loveliest girls in town she tends to attract a great deal of attention from passing crusaders and occasionally plays along in rather blunt attempts to make Judd jealous. Most of the town is amused by her relentless pursuit, and Judd's astounding cluelessness, and rooting for her.

Tungst, a half-orc orphan who became one of the Hammer Boys and now works with Judd as a mason. Tungst is a cynical fellow prone to brooding, and loves books and writing, despite having only learned the arts at age sixteen. He recently married Carlia Rierson, the oldest of the Rierson girls, and a young widow.

Badly Burgess, a clumsy young giant of a man with a speech impediment, and one of the Hammer Boys gang - named Bradley, though even he uses Badly. Badly was never a orphan, but his father Kurik the cooper beat him so often he ended up effectively living on the streets. A fair mason and the closest thing Grundy has to an architect Badly lives in the back rooms of The Hammer Boys Workshop and cares for the donkeys and goats diligently. He speaks little, and still has a terrible stammer, but has become a trusted man known for his common sense.

Rival

Tarquil Hubbet was, and perhaps still is Grundy's most eligible bachelor. The heir to the Hubbet holdings Tarquil is darkly handsome and considers himself the closest thing Grundy has to a noble. He refused payment to Judd after the construction of a fine pen, claiming that Judd had been quarrying stone on Hubbet land and he would consider the work payment. The Hammer Boys masons, after several appeals were rudely rebuffed set out in the night and removed the wall, consequently setting free the Hubbet's prized pigs.

Tarquil called Judd out in the square, but all Judd would do was offer to help him find his pigs and tell him that in future he would be happy to work for him again - provided payment was made up front. Enraged Tarquil drew his sword and stabbed an unarmed Judd. But Judd simply pressed a hand to his side, and then picked the astonished Tarquil up and threw him down the well to "cool off".

When Tilly Hubbet began spending time with Badly Tarquil beat her. When Judd discovered this he had a talk with Letka and now Tilly is staying with the dwarven constable, which has only furthered Tarquil's ire.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

"I suppose we should split up, a couple of us stay here and a couple go to fetch The Sheriff and Tabitha? I would not want people seeing these things and panicking before we know what is going on. I'll fetch the Sheriff if nobody minds, maybe see if she can have someone sent to get Tabitha."

If there are no objections Judd runs into town seeking Sheriff Stonebarrow, and taking her aside to talk in private.

"Mum, er, Sheriff I think you ought to come and have a look at what we found in The Tannery House. You maybe ought to send someone to fetch Tabitha there to. We found these things... Twisted monsters, and some bizarre stuff. They felt... Wrong, made me sick and clouded my thoughts. Then one of them near burned the house down, but Celen managed to put it out. I may be a lunk head, but I know bad business when I see it, not evil but twisted and wrong."


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

I don't think message would reach the Sheriff unless she is right outside its got a range of 140ft.

"How about we fetch mo... the Sheriff and maybe Tabitha if she will come? We need to discover what these things are and where they came from. Perhaps we can search for some kind of trail? That bloated thing must have left some form of sign of its passage right?" Judd says, eyes still locked on the grotesque thing.

How does leveling work in this game? Do we have our level now? Or do we need to rest or some such?


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

As Celen's waters dampen the flames Judd stamps out a few remaining sparks, "By Grundinnar's hammer that was foul. But we did it! Its going to be a horrible task cleaning this place out, we should ensure that was everything. How on Golarion did these things get here?"


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

"If we can save this place we should, Grundy needs a tannery and cleaning this place is sure to be easier than building it anew."

Celen has Create Water I believe do we have any chance of saving the building from the flames?


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Oooooh nice! Stealing Calli's format since its much neater.

HP: 1d6 + 4 ⇒ (6) + 4 = 10 +2 Con + 1 FC = 13 HP gained.
+1 Cha
+1 BAB
+1 Fort/Ref/Will via extra Charisma
+1 Fort/Will
Lay on Hands - 9 (1/2 paladin level + Cha mod + Extra Lay on Hands)
Spells 2 1st level (0 + 2 from Cha)
Lay on Hands increases to 2d6
+1 Smite Evil use for 2 per day.
+5 skill points - Diplomacy, Perception, Sense Motive, Spellcraft, Use Magic Device


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Finding himself snapping back to reality as his hammer ends the vile creature Judd shakes his head and takes a breach while accessing the situation.

"See if you can find any clues up here! I'll search the body, I'm a little fire proof. Celen can you use that water creating spell again?" The big man calls stepping forward nose wrinkling in disgust to search the horrible things remains.

Perception: 1d20 ⇒ 15


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Ah cool, did not want to metagame. I think I 5 footed in though so still confused. Is it reasonable to say other characters can tell when someone is confused? Or would that wait until they have made the d100 roll at the beginning of their next turn?


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

I assume that in character Judd has no idea about the effects, and thus cannot reasonably step back to avoid the possibility of confusion.

Judd swings his hammer trying to push aside the flood of emotion, his hammer thumps home but his mind is overwhelmed with a flood of confusion. He blinks seeing everything weirdly distorted and finds he cannot tell friend from foe.

Earthbreaker: 1d20 + 8 ⇒ (16) + 8 = 24 Damage: 2d6 + 6 ⇒ (5, 5) + 6 = 16


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Do we still need to roll will at the beginning of this round and thus in Judd's case get refascinated? I'm not clear on the rules because it says if you end movement, I think if you end your turn would be better wording perhaps? If I do not intend to move then it seems I just go straight to fascinated, but if I did intend to move I could attack and step back, etc. Just want to clarify intent.

The flames cover Judd, but his natural resistance provides him some protection.

Reflex: 1d20 + 4 ⇒ (1) + 4 = 5 Wow, Judd and saving throws, oi!


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Moving in to strike at the bloated monstrosity Judd finds himself overwhelmed by the surging torrent of bizarre emotion, his consciousness thrown into a befuddled spiral. He pauses hammer upraised lost.

Will: 1d20 + 5 ⇒ (6) + 5 = 11


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Will: 1d20 + 5 ⇒ (7) + 5 = 12 Judd should be fascinated, but by my reading of the condition the fact that he is next to an obviously hostile Retch Hound would automatically break the effect.

Judd finds himself starring at the ghastly abomination fascinated by the way it undulates and keens, but a snarl from the hound before him breaks him from his reverie.

Collecting himself he slams his hammer into the hound

Earthbreaker: 1d20 + 8 ⇒ (14) + 8 = 22 Damage: 2d6 + 6 ⇒ (5, 1) + 6 = 12


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Shaking off his nausea Judd swallows his bile and swings but staggers as he does so missing the mark.

Fort: 1d20 + 9 ⇒ (16) + 9 = 25
Earthbreaker: 1d20 + 8 ⇒ (4) + 8 = 12 Damage: 2d6 + 6 ⇒ (4, 4) + 6 = 14

Can you repost the rules for these creatures? Saves we need to make, etc., please DM?


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd moves forward unslinging his shield and attempting to smash at the twisted hound, easily pushing aside the feelings of malice, but once again finding himself nauseated by the hounds foulness.

Will: 1d20 + 5 ⇒ (20) + 5 = 25
Earthbreaker: 1d20 + 8 ⇒ (2) + 8 = 10 Damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Fort: 1d20 + 9 ⇒ (2) + 9 = 11


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Looking down into the largest vat Judd nods, "We can come back and examine all of this later, I would have this done."

The big paladin heads for the staircase and murmuring a prayer to Grundinnar ascends.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

"Let us try the door first," Judd says moving forward, his shield slung and opening the door once his companions are with him.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

"What about those boxes they were hitting me with? I don't know what they are, but they packed a punch, can we use them do you think? And what of this metal cylinder thing is it really Numerian?" Judd asks, well aware that his own meager intellect is not up to the task of analyzing these oddities.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd stretches and swings his hammer experimentally, "Thank you Celen, I am ready to finish this. We should end the suffering of anymore of these creatures and see if we can save those they have tainted. Calli I know you are still injured, but perhaps you can throw some of those things they hurled at us? They seemed pretty effective."


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Speaking of which Marconis could I ask you to put your HP in your classes line? Makes it easier for those of us with healing abilities to see how beat up you are :)


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Good enough for Judd that returns him to full, since he get +3hp for every instance of magical healing. Cali is going to be at 18/25 though. I believe everyone else will be full?


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

If Celen's remaining channels can get us back the majority of our HP I'm for trying to finish the tannery. Average rolls would heal 14hp - or 26hp for Judd. Perhaps we can make use of some of the orbs?


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Have you used all of your channels Celen?

"Perhaps we wait here then? We can ensure there are no other exits then set a guard. I don't need to sleep, so if one of you can stay up as backup we should be well covered."


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

"More I think about this the more I think we need to deal with it. Celen you have anymore healing? Seems like we might be able to deal with the twisted tanners more easily than these things and the sooner we can get them help the better there chances are. They are contained for now I do not want to be responsible for whatever this is spreading..."

1 to 50 of 125 << first < prev | 1 | 2 | 3 | next > last >>